Re: [Xmame] video resources? vector games failing

2004-08-04 Thread Doug Holland
On Tuesday 03 August 2004 12:02 pm, Michael J. Sherman wrote:
 Hi all,

 Whenever I try to start only *vector* games (Asteroids, Battlezone,
 etc), I get an error from xmame that reads thusly:


 Using a Visual with a depth of 24bpp.
 MIT-SHM  XV Extensions Available. trying to use... Success.
 Using Xv  Shared Memory Features to speed up
 Actual bits per pixel = 32... Clearing YUY2
 Ok
 Initializing video effect 2: bitmap depth = 32, display depth = 16
 I386 joystick interface initialization...
 OSD: Warning: No joysticks found disabling joystick support
 Trimming bitmap from (0,0)-(638,418) to (0,0)-(638,418)
 info: setting fragsize to 512, numfrags to 5
 info: fragsize = 512, numfrags = 5
 info: audiodevice /dev/dsp set to 16bit linear mono 22050Hz
 info: sysdep_dsp: using oss plugin
 info: sysdep_mixer: using oss plugin
 X Error of failed request:  BadAlloc (insufficient resources for
 operation)
Major opcode of failed request:  141 (XVideo)
Minor opcode of failed request:  19 ()
Serial number of failed request:  48
Current serial number in output stream:  48



 Anyone have any ideas why vector games would fail out in this manner,
 and more importantly, what can be done to fix it?

 Thanks!
 -Mike

I've been getting similar problems when playing Quantum.  Also, I've had 
Quantum hard-lock X, to the point where only Magic SysRq enables me to 
gracefully bring down my machine and reboot.


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Re: [Xmame] xml2info - what is this xml2info?

2004-07-29 Thread Doug Holland
On Wednesday 28 July 2004 10:45 pm, Lawrence Gold wrote:
 Shyouzou Sugitani wrote:
  Doug Holland wrote:
 Didn't build for me.  I used makefile.unix, tweaked it a bit to add
 optimization flags  such, but I do not see an xml2info anywhere in
  there.
 
  Me, too.
  $ make -f makefile.unix xml2info
  make: `src/xml2info' is up to date.
 
  I have to modify src/unix/unix.mak to build xml2info.
  -xml2info: src/xml2info/xml2info.c
  +xml2info: src/xml2info/xml2info.o

 Strange, now I'm having the same problem.  I somehow built it before,
 since it's sitting in my /usr/local/bin directory, but I don't know how.

 I've applied your change to unix.mak for the next release.

 Thanks.


I finally ended up building it by hand - gcc -o xml2info xml2info.c

That worked, though yeah, having it automagically build in the makefile would 
be good.



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Re: [Xmame] Frontend question

2004-07-29 Thread Doug Holland
On Sunday 18 July 2004 12:08 pm, Frank Cox wrote:
 On Sun, 18 Jul 2004 11:34:01 -0600

 Frank Cox [EMAIL PROTECTED] wrote:
  xmame.x11 -listxml works fine; gives me the list from start to end.
 
  gxmame rebuild game list segfaults in the middle of the job.  So it
  appears to be something on the gxmame end of things, not the xmame end,
  that's blowing up.

 In the spirit of scientific experimentation, I just tried this:

 xmame.x11 -listxml | xml2info

 And it rocked on right through the entire list with no problem.

 Interesting...


Well, after applying the patch, (as found on the xmame web page), gxmame now 
works, but it doesn't display mameinfo.dat data - just a blank sidebar with 
my screenshots.  Could it be that there are multiple places in gxmame that 
depend on listinfo?

Doug


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Re: [Xmame] Frontend question

2004-07-29 Thread Doug Holland
On Thursday 29 July 2004 10:38 am, Doug Holland wrote:

 Well, after applying the patch, (as found on the xmame web page), gxmame
 now works, but it doesn't display mameinfo.dat data - just a blank sidebar
 with my screenshots.  Could it be that there are multiple places in gxmame
 that depend on listinfo?


Never mind, operator error on my part, got the mameinfo stuff working again.



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[Xmame] xml2info - what is this xml2info?

2004-07-28 Thread Doug Holland
I'm in the process of trying to get gxmame to work with xmame 0.84.

According to the patch, it's supposed to be piping stuff through xml2info, 
which I have no idea where to find.

How do I find or build this tool?


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Re: [Xmame] Triple buffering

2004-05-20 Thread Doug Holland
Yep.  The effect is called shearing or tearing.  The way to get rid of 
shearing is to refresh the display on the vertical retrace - when the 
monitor's electron beam finished scanning a frame and returns to the top of 
the screen.  If you double-buffer, and tell the video card to switch buffers 
during the vertical retrace, there will be no shearing.

Unfortunately, IIRC, there is no reliable way to get vertical retrace 
information from the video card in X.  SDL can do this if you're running 
straight from the console, without X.  IIRC, AdvanceMAME running in SDL 
console mode can sync to vertical retrace and eliminate your problem.

So if you have nothing else to do, go bug the X.org developers and demand that 
they implement a way to sync with vertical retrace in the next version of X.

On Thursday 20 May 2004 11:20 pm, Lawrence Gold wrote:
 Meghazi Fabien wrote:
  Hi all,
 
  I've got visual artefact with xmame when running games with scrollings.
  It seems to be a double buffering problem. The problem appears using xv
  but also with dga and sdl (it's even worst with dga and sdl than with xv)
  I tried mame32 under windows and I experienced the same problem. This
  kind of problem is more easy to see in shadow dancer by example (the
  scene between levels : the panel scrolling from right to left then back
  from left to right, you can easily see that the frame has been displayed,
  but the first part is the next frame and it has not yet been drawed
  completely so at the bottom of the picture you can see the previous
  frame, this results as a splitting line that makes a pixel delay in
  scrollings)
  But when I activated the mame32 triple buffering option, the problem
  disapeared !!
  I don't find this option under xmame. Is there an equivalent or something
  ? Is there a plan to include this option in xmame or is it impossible due
  to X limitations ?

 I see the same thing here.  There used to be a double buffering option
 for the SDL target, but it's no longer available.  I'm not sure what the
 best solution would be -- either to add the equivalent of MAME32's
 triple buffering, or to somehow sync the drawing to the monitor's
 refresh.  (The first option sounds like it'd be less troublesome all
 around.)  I'll file your message in my xmame todo folder and make an
 attempt at a solution eventually.


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Re: [Xmame] mamedb.org

2004-03-22 Thread Doug Holland
On Sunday 21 March 2004 10:52 pm, Simon Roby wrote:
 Anybody know what happened to mamedb.org? It was a pretty useful
 site as a mame.dk-without-the-roms replacement, but now it appears
 to have completely vanished...

There's http://www.klov.com/ - Killer List of Videogames.  It's not 
MAME-specific, but I find lots of good stuff there.



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[Xmame] starwars: the Death Star bug.

2004-03-18 Thread Doug Holland
I just upgraded to xmame 0.80.1, and I'm still running into the bug where if I 
run starwars, start the game, select medium or hard difficulty, and play 
through the tie-fighter stage, the game does not zoom into the Death Star and 
move to the next stage.

After googling and reading the last thread on this topic, it was mentioned 
that there was some sort of kludge to work around this.

Could somebody post the kludge or tell me where I can go to find a fix?

Doug


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Re: [Xmame] starwars: the Death Star bug.

2004-03-18 Thread Doug Holland
On Thursday 18 March 2004 11:54 am, Doug Holland wrote:
 I just upgraded to xmame 0.80.1, and I'm still running into the bug where
 if I run starwars, start the game, select medium or hard difficulty, and
 play through the tie-fighter stage, the game does not zoom into the Death
 Star and move to the next stage.

 After googling and reading the last thread on this topic, it was mentioned
 that there was some sort of kludge to work around this.

 Could somebody post the kludge or tell me where I can go to find a fix?

 Doug

HAH!  Found the fix for the infamous Death Star bug!

Go to src/machine/starwars.c.  On or about line 294, you should find the line

ACC=ACC+(  ( (long)((A-B)*C) )14  );

Replace it with
ACC += long)((A - B) * C))  13) + 1)  1;

I found this in an older version of that file (from version 0.69).

The code there read

if (IP15_8  LDC)
{
C = RAMWORD;
/* TODO: this next line is accurate to the schematics, 
but doesn't seem to work right */
/* ACC=ACC+(  ( (long)((A-B)*C) )14  ); */
/* round the result - this fixes bad trench vectors in 
Star Wars */
ACC += long)((A - B) * C))  13) + 1)  1;
}

Please test this and make sure this hack works.



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[Xmame] Autoconfiscate XMAME?

2003-12-27 Thread Doug Holland
The other day, I downloaded AdvanceMAME, because I wanted synchronization with 
vertical retrace, which isn't easy in XFree86.  The feature I really liked 
from AdvanceMAME is its build system, using the GNU autotools - automake, 
autoconf, etc.  Everyone here knows what a pain it is to tinker with the 
Makefile to build xmame.  AdvanceMAME's is built with ./configure; make; 
make install.

Is there any chance XMAME could be autoconfiscated to simplify compiling?


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Re: [Xmame] starwars: Workarounds for the death star bug?

2003-12-27 Thread Doug Holland
On Sat 20 Dec 2003 3:26 pm, Lawrence Gold wrote:
 Doug Holland wrote:
  In recent versions of xmame, there is a bug in the starwars driver where
  if you select medium or hard difficulty, and finish the tie-fighter
  stage, the death star just sits in the middle of the screen instead of
  zooming to the next stage.
 
  Are there any workarounds for this?

 I just tried it with 0.77.1 and it zoomed to the next stage without
 problems.

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Did you try medium or hard difficulty?  I just tried again, using 0.77.1, and 
got the death star bug again.  It is a known bug in the starwars emulation.  
I just wondered if anyone else found a way to fix it.


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Re: [Xmame] Autoconfiscate XMAME?

2003-12-27 Thread Doug Holland
On Sat 27 Dec 2003 3:40 pm, Frank Cox wrote:
 On Sat, 27 Dec 2003 17:38:04 -0500

 Simon Roby [EMAIL PROTECTED] wrote:
  You do have to edit your makefile manually. And type make install too.
  Sure, it's easier if you only mention less than half of it.

 And?

 You'll still have to specify what video output you want (X11, SDL,
 what-have-you), whether you have joysticks and so forth and so on.  So
 you'll still end up answering questions either way.


Forgot to mention: the AdvanceMAME code puts multiple display drivers in one 
binary, and the configure script automatically detects what's available on 
your system.  So instead of having to make xmame.x11, xmame.sdl, xmame,xgl, 
etc., you only have to build one binary and then specify which display driver 
you want on the command line or in an rc file.


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Re: [Xmame] kernel 2.6 performance issues?

2003-12-20 Thread Doug Holland
On Sat 20 Dec 2003 2:38 pm, mushroomblue wrote:
  Attached is a diff between my .config and yours.  When you upgraded to
  2.6, did you use your 2.4 .config file and just run make oldconfig?

 heck no. I figured that'd be a problem, being that much has changed.
 they didn't advise it back when 2.2 migrated to 2.4, and I figured it'd
 be the same with 2.6. :)

  One performance-related difference I notice right off the bat is that I
  have kernel preemption enabled and you don't.  I wouldn't expect this to
  have much of an effect on xmame, though.

 generally, it shouldn't. but the reason it's disabled in that config is
 because I read that from 2.6.0-test10 on, they've had a weird bug with
 kernel preemption. so I have one bzImage with it enabled, and one with
 it disabled. no difference whatsoever, actually.

 the one thing I'm thinking is it's mostly sound-related, so I'm going to
 try regressing to the OSS drivers. another thing is that I compile
 everything I need into a big monolithic kernel (like linus does), and I
 read on the gentoo boards that alsa has issues when not compiled as a
 module.


Another thing to look into is make sure XFree86 is running at nice priority 0.  
In kernel 2.4, it was a good idea to bump X's priority to -10, which improves 
responsiveness.  Because of 2.6's new scheduler, that's actually 
counterproductive, so make sure it's 0.


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Re: [Xmame] GXMame 0.34 if finally out

2003-12-20 Thread Doug Holland
On Sat 20 Dec 2003 5:07 pm, XulChris wrote:

 For some reason 1941 (World) is showing up on the Unavailable folder, but I
 have the ROM and if I click on it, the game runs.

Did you try auditing the game?  Right click on the game, go to Properties, 
then click on the Audit tab.  GXMame should automatically audit the game 
right there, tell you if the roms  samples are correct, and update its 
lists.

Alternatively, you can go to File, Audit All Games, and get everything up to 
date.


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Re: [Xmame] Segmentation faults with FXmame

2003-12-19 Thread Doug Holland
On Fri 19 Dec 2003 7:32 pm, Martin Harte wrote:
 Hey,
 I've been having some problems running the 3dfx versions of xmame(xfx and
 svgafx). Both seg fault on me as soon as they finish loading up a ROM.

 
 loading rom 11: ff19-19.bin
 done
 8bit depth PseudoColor X-Visual not available :-(
 Using 16bpp TrueColor X-Visual Resource
 info: using Glide version 2.53
 info: screen resolution set to 640x480
 Using 16bpp video mode
 info: setting fragsize to 512, numfrags to 5
 info: fragsize = 512, numfrags = 6
 info: audiodevice /dev/dsp set to 16bit linear mono 22050Hz
 info: sysdep_dsp: using oss plugin
 info: sysdep_mixer: using oss plugin
 Segmentation fault

 I'm running Slackware 9.0 with kernel 2.4.20. When this happens with xfx
 the screen goes blank, with svgafx it does not.

 test3Dfx runs fine on the system so I know that's working. It's not a
 problem with the 3dfx card itself as I've tried swapping it with another
 model and the same problem exists. It's also got nothing to do with sound(i
 tried it with -nosound).

 It's got nothing to do with X since svgafx seg faults aswell.

 I've tried a Linux 2.2 kernel and a few different versions of xmame(0.66,
 0.70, 0.74  0.77), all to no avail.

 Non 3dfx verisons of xmame run fine on the system.

 I'm out of ideas.

 Any help would be much appreciated.

 Cheers,

 Martin.

Try building a debug version of xmame (the options to do so are in the 
Makefile).  Also make sure core dumps are enabled on your system.  Then when 
it segfaults, you can do a post-mortem by running gdb, have it crunch through 
the core file and get a backtrace, which is quite useful for the developers.  
Or if you have some programming knowledge, you can fix it yourself.

Right now, I don't remember all the commands to enable core dumps and operate 
gdb though - I'd have to RTFM.


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Re: [Xmame] GXMame 0.34 if finally out

2003-12-16 Thread Doug Holland
On Tue 16 Dec 2003 3:26 pm, Nicos Panayides wrote:
 On Tue, 2003-12-16 at 10:39, Doug Holland wrote:
  Looks nice.  One problem I've been having is that I can't get options for
  individual games to override the global defaults.  How do I do this?

 You can thank me for this bug :)

 In src/io.c at line 1289:
 -   if(g_file_test(filename, G_FILE_TEST_EXISTS))
 +   if(!g_file_test(filename, G_FILE_TEST_EXISTS))

 Does this fix it?

 Nicos

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Indeed it does.  I was already one step ahead of you and filed a bug report w/ 
the patch on sourceforge. :D

Doug


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Re: [Xmame] Complete set of modelines

2003-11-04 Thread Doug Holland
On Tue 04 Nov 2003 10:06 am, Simon Roby wrote:
  Hello all,
 
  Does anyone have a (near) complete set of modelines for xmame, preferably
  including the modes needed to run effects that use 2-3 times the

 resolution?

  I have a lot of them (some copied from the provided info in the xmame
  distribution), but there's plenty of them still missing. Anyone?
 
  Regards,
 
  Pieter Hulshoff

 I'm thinking of coding a program that will automatically generate xmame
 resolutions according to the output of a -listfull and your monitor's
 refresh rates and max clock. I'm a little busy right now so I didn't have
 the time to do it lately, but you reminded me of it, so stay tuned...

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There's an automatic XFree86 Modeline Generator web page at

http://xtiming.sourceforge.net/cgi-bin/xtiming.pl

I think you'll find that helpful.

Meldroc


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Re: [Xmame] Joystick/controller adjustments?

2003-09-02 Thread Doug Holland
On Mon 01 Sep 2003 4:26 am, Michael Grizzle wrote:
 Hello, Sorry Im not any help, but I think I have the same or a similar pad.
  Mine is a Logitech wireless rumblepad.  I also have the same problem.
 Especially playing roadrunner.  I cant control the roadrunner at all or its
 really erratic.  I didnt use jscal.  I did try using the mode button on the
 controller, but that only switches control from the directional pad/POV to
 the left analog stick.  I have no problem controlling roadrunner in windows
 with this stick.  I have the same problem when using my older Hammerhead FX
 gamepad.  Its like the analog stick is either wide open or off.  I had a
 hard time setting the contols for the game until i hit the mode button(an
 led will switch between red and green).  Before, when I tried to configure
 controls to use an analog stick, it would register both x and y axis
 simultaneously.  If you happen across a solution let me know.

 thanks griz


Hmm, I'm thinking a solution may have to be created for Xmame, in the form of 
options for adjusting axis dead zones, sensitivity, a jitter filter, things 
like that.

As far as I can tell, there's nothing wrong with my controller.  When I test 
it with jstest, it seems to respond fine, and calibration isn't really a 
problem (although it reports having one more axis and button than it really 
has.)  It's just that the way xmame reads my joystick inputs needs work.

Meldroc


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[Xmame] Joystick/controller adjustments?

2003-08-26 Thread Doug Holland
I'm running xmame 0.72, and using a Logitech WingMan RumblePad.  I do have the 
controller working fine - I calibrated it with jscal, tested it, and it seems 
to work.

The problem is that I'm finding the controller to be twitchy.  It's very easy 
to inadvertently input the wrong direction using the analog sticks, leading 
to many deaths in my games.

Is there any way to make adjustments to the controller?  I'm talking about 
tweaking things like sensitivity, dead-zone, jitter filters, etc.  After 
perusing the docs and even the source, it doesn't look like such adjustments 
exist.

Are there any workarounds for tweaking controller response?  And may I request 
that the developers put some joystick adjustments into a future release?

Thanks

Meldroc


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